
uniform sampler2D Tex1;
uniform sampler2D normalmapping;
varying vec2 TexCoord;
uniform vec3 AmbientalLightIntensity; // (Ld)

void main() {
	vec4 texColor = texture2D( Tex1, TexCoord );
	vec4 texColor2 = texture2D( normalmapping, TexCoord );

	gl_FragColor  = texColor * vec4(AmbientalLightIntensity, 2.0);

}